Reference / UX Practice

Product Design Research Exercises

Key workshops, studies and exercises across the product design lifecycle: phase guidance, how-to notes, and Figma / FigJam template links.

Filter

Showing 16 exercises

Exercise Phase When to use How to run it Templates & tools
Stakeholder interviews Discover Project kick-off, before any user research 30–60 min semi-structured conversations with business owners, PMs, and commercial leads. Surface assumptions, business constraints, and success metrics. Run before user work so you understand what the business believes vs what users actually need.
User interviews Discover Discovery phase; also continuously alongside delivery 5–8 participants, 45–60 min each. Semi-structured guide around context, behaviours, and pain points; never show the product. Record and transcribe. Look for patterns across sessions, not individual quotes.
Competitive audit Discover Early discovery; before defining scope Review 4–8 competitors or analogous products. Document onboarding, core flows, UI patterns, and tone. Use a scoring matrix. Identify gaps in the market, not just what others do.
Affinity mapping Define Immediately after a round of interviews or testing Transfer observations to sticky notes (one per note). Working silently, cluster by theme. Name each cluster. Works best with 3–6 people who all attended the sessions. Produces a shared understanding of patterns across a team.
Empathy mapping Define After interviews, before persona synthesis 4-quadrant canvas: Says, Thinks, Does, Feels. Populate from research data as a team. Surfaces contradictions: what users say versus what they actually do. Useful for aligning a cross-functional team on user reality before moving to solutions.
Persona creation Define After synthesis of research, before design sprint Build 2–4 research-grounded personas (not marketing demographics). Include goals, frustrations, context of use, and key behaviours. Avoid fictional details; anchor every attribute to a data source. Use as a decision-making shorthand throughout delivery.
JTBD canvas Define After interviews; when defining product scope or positioning Map the functional, social, and emotional "jobs" users hire the product to do. Use the format: "When I [situation], I want to [motivation], so I can [outcome]." Run as a team workshop; it surfaces competing interpretations of the core problem.
Current-state journey map Define After research, before ideation: map the as-is experience Plot user steps, touchpoints, thoughts, emotions, and pain points across the existing journey (not your product itself, but the task). Use research data to populate. The emotional curve is often more useful than the step list.
How Might We (HMW) Design Transition from problem to solution space Reframe pain points as opportunity questions: "How might we make it easier for users to…?" Generate 10–20 HMW statements, then dot-vote to prioritise. Keeps the team in problem mode long enough before jumping to solutions. Works well in a 60–90 min workshop.
Card sorting Design When designing navigation, IA, or category structures Open sort: participants group items any way they like, then name groups; this reveals mental models. Closed sort: participants place items into predefined categories, testing your proposed IA. Run with 15–30 participants for quantitative signal. Use Maze, Optimal Workshop, or UserZoom for remote.
Future-state journey map Design After initial concepts; to align teams on intended experience Map the ideal experience your product should deliver, using the same structure as the current-state map. Useful for aligning stakeholders on vision before detailed design begins. Flag where the product directly intervenes in the current-state pain points.
Moderated usability testing Validate At any fidelity, from wireframe through to live product 5 participants per round (per Nielsen's law). Give realistic task scenarios, never instructions. Observe without intervening. Debrief observers immediately after each session. Use think-aloud protocol. Identify failure points, not just opinions.
Heuristic evaluation Validate When user testing isn't possible, or as a pre-test screen 2–5 evaluators review the design against Nielsen's 10 heuristics (or platform-specific principles). Each works independently, then results are consolidated and severity-rated (0–4). Quick and cheap; it catches 75–80% of usability issues without users. Best combined with real user testing.
A/B testing Post-launch When you have sufficient traffic and a clear hypothesis Run controlled experiments on a single variable (copy, layout, CTA). Requires significant traffic for statistical significance, typically 1,000+ conversions per variant. Define the primary metric before launching. Avoid running too many concurrent experiments on the same users.
Funnel & behavioural analytics Post-launch Continuously, especially after launch and after changes Track drop-off rates across key flows. Identify where users abandon tasks. Use session recordings (FullStory, Hotjar) to see specific failure moments. Analytics tells you what is happening; pair with qualitative research to find out why.
NPS / CSAT survey Post-launch Ongoing: track sentiment over time after releases NPS (0–10 likelihood to recommend) gives a directional benchmark. CSAT (1–5 satisfaction per task) gives feature-level signal. Neither tells you why; always include an open text field and follow up qualitatively with outliers. Run on a fixed cadence to spot trends.